This installment of Kobold Press' 5e-series of magic traditions clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let's take a look!

All right, so, as always, we get feats to interact with the spellcasting tradition - here, the first would be Heavenly Scribe, which nets the Celestial language and an angelic seal of the character's choice, with Int as governing attribute for the saving throw DC. Heaven's Chosen, the second feat, nets you a second saving throw when you fail one - this one is rolled with a single d20, regardless of advantage or disadvantage, with the ability recharging upon completing a long rest.

As in previous installments, it is pretty much recommended that characters don't get universal access to the respective material herein - beyond the feat granting limited dabbling access, we have the Angelic Scribe arcane tradition, which halves time and gold spent on copying these spells in the spellbook and allows for one of the 2 spells to be gained on a level-up to be an angelic spell. 2nd level yields also the Celestial language and the ability to scribe the eponymous angelic seals, which may be scribed on paper, canvas, stone or other tokens that may be carried or displayed -this takes 10 minutes. Alternatively, 8 hours may be spent to create a permanent seal with artisan's tools on a harder surface. Activation of a seal in an action.

However, before you ask - no, you cannot cheese this. You have a hard cap of a maximum of one seal active at any given time, which increases by +1 active seal at 6th, 10th and 14th level. At these levels, you also gain an additional seal and may replace an old one with a new seal. Deactivating a seal can be done as a bonus action. Broken or defaced seals similarly immediately deactivate. A given creature can only benefit from one seal at any given time and concentration on a spell or similar effect suppresses the seal temporarily, thus preventing stacking. And yep, suppressed seals are still treated as activated, so no cheesing there either.

Starting at 6th level, you gain Warding Seals, which must be attached to the floor or a similarly solid surface - as a touch, you can activate it and generate a spherical barrier that requires concentration to maintain - aberrations, fey, fiends and undead cannot physically cross the threshold, unless they succeed a Charisma save versus your spell save DC, and yes, they may retry, though they get disadvantage when being able to see the seal. Say it all with me: "YOU SHALL NOT PASS!" ...sorry. I know. It's old. Hope that still got a chuckle out of someone out there. Additionally, creatures carrying an angelic seal you can see while maintaining the warding seal can benefit from your powers: You may impose disadvantage as a reaction on an attack against a creature thus protected.

Starting at 10th level, the tradition gains greater seal, which lets you spend an action to activate the greater seal benefit for an angelic seal for 1 minute, replacing the seal's default benefit. If you instead choose a warding seal, it instead inflicts 6d6 radiant damage to creatures failing the save to breach them for 1 hour. The ability may be used twice, and is recharged upon completing a short or long rest. 14th level yields Angelic Wrath, adding conjure celestial to the spellbook. As a bonus action, usable once per short or long rest interval, you can grant all targets with active angelic seals a bonus of +1d8 radiant damage to their weapon attacks. This should make archers really happy.

Okay, but what do the seals do? Well, first of all, 10 seals are provided, which also sport really nice visual representations of the respective seal - kudos there, it adds a sense of occult legitimacy to the material. This is also underlined by an angel's name showing up behind the seal - "In the name of Chamule, I invoke judgment!" It's a small thing, but for me, it adds seriously to the appeal of the pdf. Anyways, we have retries for failed attempts to improve attitudes and the greater use of charming a creature on a failed Wisdom saving throw. Spell save DC is btw. usually the DC employed. Another seal adds 1/2 Intelligence modifier to Wisdom (insight) and Wisdom (Perception), with the greater seal providing blindsight 10 feet.

Using the reaction to boost AC against an attack and gaining resistance to nonmagical physical damage types in the greater seal, the abilities are pretty cool. That being said, e.g. Glory can be kitten'd somewhat - it yields Int-mod temporary hit points upon killing an enemy. Hand me that kitten to slaughter between encounters, please... Yeah, not very angelic or glorious. It can be argued that "enemy" does not include these and it's not a significant boost, but still. On the plus-side, automatically passing the first death saving throw (requires a rest to recharge) does feel angelic, though. While, as a person, I am not a big fan of any ability that adds more than one attribute modifier to a given roll, 5e is less prone to attribute minmaxing than PFRPG, making that concern mostly aesthetic. As a whole, these should not provide problems for games in which they are used, though.

The pdf also contains 10 new spells, one for each level - from cantrip to 9th level, these would be:

Benediction, which lets a creature you concentrate upon deduct 1d4 from its next damage received. Angelic Guardian, which nets +2 AC and may be ended to roll a failed Dexterity save. Blessed Halo sheds light, nets advantage on Cha checks interacting with good creatures within the light, dispels low level darkness and also provides 10 points of healing, which you may use as an action to heal allies within the range of the light, with higher levels increasing the healing and darkness-dispelling capacities. Blades of Wrath creates a sword of pure white fire that deals 2d8 fire and 2d8 radiant damage, with aberrations, fey, fiends, undead having to succeed a Wisdom save to avoid the frightened condition. Higher levels yield increased damage output, allowing you to choose which energy type you'll upgrade.

Deva's Wings grant a flying speed of 60 ft. (hover) - the wings can be used as a melee weapon with 10 ft. reach, potentially knocking targets prone. Blazing Chariot is a classic and star - you conjure a blazing chariot, with magical animals that can fly and you may direct its movement instead of your own and may direct it to Dash, Disengage and Dodge as a bonus action. with actions allowing for overruns - amazing. Heavenly Crown makes you the heavenly commander: As a bonus action, make an ally capable of hearing you use its reaction to make one melee attack and move 1/2 movement rate, or vice versa. Very potent and cool. Seal of Sanctuary is basically a more powerful warding seal with more damage output, 24 hour duration and seriously wicked drawbacks for those capable of crossing into it. At 8th level, Quintessence nets an AC fixed at a minimum of 20 as well as immunity to being frightened and necrotic damage. Worse for hostiles: On a failed save while within 120 ft. of you, they are restrained by fright...though it thankfully may repeat the save and becomes immune upon shaking the effect off. Finally, the Greater Seal of Sanctuary is basically the apex of the warding seal theme - crossing into this will be like stepping into a heavenly blender for most critters.

Conclusion:

Editing and formatting are very good, I noticed no significant issue in rules-language or formal criteria. Layout adheres to Kobold Press' beautiful 2-column full-color standard, with artworks being a mix of awesome new and previously used art. The pdf comes fully bookmarked, in spite of its brevity -kudos!

You see, I really like Dan Dillon's angelic supplement. The seals feel "lawful", methodical, like tools of the angels. the touch activation if cool and has been popularized by plentiful forms of media (like Supernatural) and the respective options fit - the potent defensive tricks make pretty clear how the angelic host can withstand the assault of the abyssal hordes. The seals and how they work makes sense to me, in spite of the brevity of their presentation.

Which brings me to my primary and only real gripe with the material herein: Honestly, I wished this had a bit of fluff. Not much, just a paragraph or two for the seals. I know, I know - this is a crunch book, retain wide open nature, etc. - but the seals very much feel like they belong to a flavorful tradition and getting some more knowledge about them and the angels would have been the icing on the cake. Similarly, I would have loved to see special seals requiring certain materials or set-ups...the engine can carry a whole lot more than what it does, but that may very well show up in a sequel. Hopefully. Anyways, this should not dissuade you from checking out this pdf - we have a winner on our hands here, well worth a final verdict of 5 stars, just short of my seal of approval.

This KOBOLD GUIDE was the first in the series that I had ever read, and I had high expectations. One interesting detail I noted right away is that famed DM Matt Mercer is clearly the inspiration for the cover, but he doesn't have an essay featured within.
Not a big deal, but funny nonetheless.

The book is sorted into different sections, grouped into themes such as Before the Game, During the Game, etc. Each section contained a handful of essays written by a variety of GMs, with quite a broad range of experience and expertise.
Some of them are very storied personalities, involved in very key games, developments, or events. Others are... well, just people with a bit of web presence or relatively minor impact. Not that someone's advice should be judged solely on their previous work, but I feel it should at least be mentioned that not every author will necessarily come off as an authority.

To give a bit of context, I've been DM-ing weekly for about 15 years, now, with a variety of groups, people and systems. So while I haven't been playing since the very beginning, I have been around since AD&D, and have a considerable amount of experience in the GM's chair.

That being said, I naturally found a lot of the information in this book redundant. Things like dealing with shy players, allowing players to shine, or improvising sessions. I've come to those conclusions on my own, over the years, and found that a lot of the information corroborated my own experiences. This is not necessarily a criticism, however, since it is always reassuring to read 'advice' that you already follow, in the sense that it gives you the feeling that you are on the right track.

Others might also have very different experiences. I have dealt with many new and shy players, so naturally I've learned how to cope with that. A GM who has not might find these sections more useful, even if they are otherwise just as experienced as myself.

There was also certainly some stuff in here that I found new and interesting, and will be incorporating into new campaigns.

In conclusion, this book really feels like a series of panels given at any given convention, market, or other event. Some of the panelists will be legendary, others will be unknown. Some of the panels will be very helpful and interesting, others will be relatively banal or elementary.
You will learn something new, and you will read some stuff you find obvious, or flat-out patronizing. However, if you go through the book, you will come out with an expanded mind, and some new ideas. For that, I found this a worthwhile read for any GM.

This work opens by defining elven high magic as an ancient and rare art capable of approaching the powers of the deities themselves, shaping cities, even worlds to their will. It's said that a practitioner can accomplish literally anything, given long enough. Of course it's very hard to master, taking literally centuries of dedicated work, so it is not just the innate arrogance of elven-king that means only elves ever get to study it, it's sheer practicality: short-lived races cannot manage to learn enough to be worthwhile.

Presented as a new school of magic, there are level-based abilities that include being able to bind ritual magic to a location and make it permanent, copy ritual magic into your spellbook irrespective of source and more. Rituals feature large in this style of spellcasting.

There are some seventeen new spells, most of which can be boosted in potency if a ritual focus is used. Perhaps you have wondered why elven bread is so nourishing. There's a spell that lifts the lid on its secrets. Or if someone has really annoyed you, perhaps you'd like to curse not just him but his descendents as well. There's a neat spell called Celebration, an area effect in which everyone who enters the area joins in the party. There's a lot to play with here.

This provides an interesting insight into elf magic, and perhaps even the elven approach to life. Maybe there is a small enclave of elves, deep in a forest somewhere in your campaign world, that is the last bastion of elven high magic. What might cause your party to visit? Or perhaps some calamity has caused them to venture forth into the world... It's a neat way to encapsulate different attitudes and approaches to magic, to make being an elf about more than the pointy ears.

This compilation of side-trek modules for 5th edition clocks in at 26 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 22 pages of content, so let's take a look!

Wait, before we go any further, one important note: You need the Tome of Beasts, Kobold Press' massive and gorgeous hardcover of 5e-monsters to properly use this supplement, as statblocks have not been reproduced herein.

Structure-wise, these encounters/sidetreks are pretty easy to grasp: We get a background and then the different Adventure Elements that make up each sidetrek - usually, but not always, 2 - 4. These can all be combined or modified - here, we can find fight choreography, mini-events to keep modules dynamic and complications. Basically the moving parts, which come, where applicable, with read-aloud text. The areas themselves are also covered this way and each of the respective sidetreks gets its own full-color map, with one of them being isometric. The maps sometimes have fitting annotations and graphical elements like scribbled symbols, blood-spatters and the like.

All right, this out of the way, let us take a look at the modules within! This, unsurprisingly, entails SPOILERS. Potential players should most certainly jump ahead to the conclusion.

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All right, still around? Only GMs here? Great!

The first mini-module herein would be "The Impregnable Fortress of Dib", intended for characters level 1 - 2. The eponymous "Dib" would btw. be a goblin who, with his buddies, has a penchant for wrestling. Goblins being goblins, this entailed copious destruction and thus, these guys were exiled from their clan, building a fortress (with pitiful, half-finished moat) from a tipped over, abandoned wagon. It is this "fortress" that makes the short adventure interesting, for the fortress behaves somewhat like a creature of its own, with initiative and attack/defense options - and from burning it down to tipping it over, the means to deal with it are nice. Oh, and below is a brief cavern-complex. All in all, a creative and fun sidetrek!

The second quest is for level 1 - 3 characters and is called "The Marrow Mines" - in it, the PCs explore, starting from a cavern, the skeletal wing of a titanic dragon, wherein the addictive marrow is mined by kobolds...and holds visions that may tie in to a greater plot.

For 2nd level PCs, the "Vault of Pallon the Pious", a pirate who turned lawful in his twilight years; ostensibly, this caused him to go mad and now his famous scales are still hidden there...but are they really magical? The module also sports the subtle humor we could see in the first module with the word "Wrongteousness" making for a key leitmotif. You'll see...

The "Claret Wellspring", for level 4 - 5 characters has the PCs follow strange lights to an oasis, where blood-red waters and arcane secrets of old await...and the mini-module is surprisingly atmospheric, focusing on the strange and wondrous...and the adventure sports a rather cool reskin for a monster. So far my favorite!

"The Room with 5 Corners" for characters level 6 - 7, deals with a streegang that has recently been taken over by a dread aberration, who is extracting the solidity from victims, rendering those that survive partially ethereal and unable to cast a shadow, with eldritch symbols awaiting...as well as a disquieting portal...but where does it lead? Can it be easily closed?

"Upon the Icebound Terrace", for characters level 6 - 7, pits the PCs against the machinations of an exceptional ice mephit, who plans to open a planar gateway to the plane of ice...and with the relatively complex terrain and the arrival of an unintentionally summoned dragon, things get even more complicated. Tactics-wise, this is one of the stars in the compilation, with the blizzard not helping in the assault, and it is certainly one of the more complex set-ups, though, much like before, it rewards smart players.

"In Its Horrid Wake" put 7th level characters in the aftermath of an attack on temple: The dread demon that compromised it may have moved on, but the gnolls that travel in the aftermath haven't - and they plan on finishing a ritual to receive the favor of a fang of Nikshi: The scavengers have to be defeated, lest more woe follow the stride of the grand demon.

"A Bad Night for Betting" puts level 8 - 9 characters in the remote village of Bleak Rock, where dog mole wrestling is pretty much the only form of viable entertainment...but unfortunately, the alchemical concoction sold to the owners of the beasts is about to result in some seriously lethal mutation...enter the players.

"The Burning Crater", for level 9 - 10 characters, has the PCs find a crater containing a strange metal object - and closer inspection reveals that it is hellshot - basically a cannonball that contains hellhounds...while the fire giants developing this artillery have obviously not perfected it, the arrival of the scout and mere existence of it should prove plenty of motivation for stalwart PCs, beyond the confines of the sidetrek.

"Atop the Mountain", intended for 11th level characters, centers on a fountain, once a planetar rewarded and transformed thus, which lies atop a mountain - the previously pure waters are spoiling, so it's up to the PCs to save the angel...but easier said than done, for careless spilling of the devilish blood of the corrupting fiends may well spell doom for the erstwhile champion of good's immortal soul...

"Under Reveler's Feet", for characters level 12th to 13th, has the PCs explore the basement under a very busy feast hall, and indeed, in the dark below, undeath looms while above, the party continues...

The final sidetrek, "The Obsidian Pass", is intended for characters level 14th to 15th and has the PCs help defend a fey village and resting place of a powerful artifact from the greedy hands of a sorceror, who is in the process of constructing an arcane siege weapon...and whose clockwork soldiers and golems are all too ready to attack....

Conclusion:

Editing and formatting are top-notch, I noticed no serious hiccups. Layout adheres to a gorgeous two-column full-color standard and the pdf sports amazing full-color artworks. The pdf comes fully bookmarked for your convenience. Cartography is amazing as well...though I am quite a bit sad that we don't get key-less player/VTT-friendly iterations of the amazing maps.

Jon Sawatsky's collection of 5e-sidetrek and encounters is creative, diverse and fun - pretty much every region and gaming group should find a worthwhile, instantly-prepared scenario herein that can be run on the fly. The options are diverse, the creature selection is fitting and the modifications of creatures with new abilities, the terrain hazards and the like all conspire to make this a worthwhile collection. That being said, the absence of player-maps, particularly considering the no-prep angle of these scenarios, hurts the pdf even more so than it would a regular module. Personally, redacting maps and/or drawing them myself is pretty much the worst timesink in my whole preparation routine (and I suck at it). Considering the gorgeous maps, it really hurt me to note that, quite realistically, my players would never get to see them. If you don't mind that, then consider this a 5 stars-offering. If you're like me and consider that an issue, detract a star. Ultimately, my official final verdict will clock in at a rating in-between: 4.5 stars. I'd usually round up, but considering the go-play mission-statement of the compilation and that, at least for me, it does not fulfill it perfectly, I'll round down instead.

People have always been afraid of the dark, of shadows. Shadow magic, at least in your game world, may be one of the reasons why. Perhaps it's a sinister NPC, or even a player-character with dark edges to his spells...

Various ways of tapping into this darkness are provided. The first (and fairly obvious one) is a sorcerous bloodline. Maybe you prefer the idea of a warlock whose pact is with a being from the Plane of Shadows, or maybe it's a rogue who has taken his kind's natural affinity with shadows just a little too far. Each is provided with appropriate class abilities to embue them with a touch of shadow.

Next, there's a spell list. Some little gems here, like Dark Dementing - "A dark shadow creeps across the target's mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark" - how's that for something really nasty to do to your enemies? You can also summon creatures or effects from shadowy realms, hurl shadows around and extinguish lights.

A neat selection of shadow-based abilities to add a little shiver of darkness. Probably better for NPCs unless you are running an evil campaign, though. If your party isn't scared of the dark now, they will be soon enough...

Most of us know "One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them" even if we cannot recite the entire verse... but have you ever stopped to contemplate magic rings within your game? In this work, it's suggested that magic ring manufacture is a dwarf thing. Now dwarves as a whole don't tend to be into magic much, their creative outlet is in making and shaping physical items but in forging rings and embuing them with power they reach a fusion of physical and magic creativity like none other.

Geometrically, the ring is an unusual shape for a dwarf: they tend to prefer angles and straight lines over curves, never mind a smooth circle with no beginning or end. Yet they make fine ones, often inscribed with runes and encrusted with jewels, perfect for the storing and wielding of magical power. Opening with quite a bit of fascinating background linking dwarves with this specific magic item, we then move on to a couple of feats related to ring magic as a whole before meeting the new arcane tradition of the Ring Warden. Rare outside of dwarven strongholds, they are recognisable by their staves bound with multiple rings.

The Ring Warden's magic is based on transmutation, blending dwarven craftsmanship with the magic that they use to empower the rings that they make. There's a sidebar linking Ring Wardens to the Midgard campaign setting, but if you're not using that, it's quite straightforward to find suitable locations and background for them in your own campaign world.

There are a selection of spells mostly aimed at enchanting rings and other ring-related effects (some of the links being fairly tenuous, like Reverberate where the only connection is that the material component is a metal ring with which you strike the ground to cause it to shake and your opponents to lose their balance!), and a slew of magic items most of which are, of course, rings. There is a rather wonderful molten fire forge, which anyone who wants to make magic armour, weapons or indeed rings would really want to get their hands on, a full-blown artefact - a sentient ring left by one of the founding Ring Wardens - and a new monster, the ring servant. This is a construct of metal plates around a core of glowing energy.

If you've ever wondered where those magic rings come from, here's your answer. The Ring Warden is probably best as an NPC, it seems a bit limited to play, but the entire concept provides background and depth to the whole idea of magic rings in your game... and maybe more. What if a rival group started making rings? A different race, even? Would the rings be identifiable as to source? Might trade wars break out? It would be quite easy to build a whole campaign around this...

There are many diverse theories, we are told, as to where 'magic' actually comes from. No doubt scholars will argue furiously for their preferred source, but the truth is, it has multiple sources, those listed here (ley lines, other dimensions, bloodlines...) and probably quite a few more. One fairly undisputed source of magic, however, is the dragon. An ancient and wise race, innately magical and capable of studying to develop their knowledge, dragons themselves are excellent at magic, and also pass it on, through bloodlines, to those descended from dragons as well. Because of their lineage, dragons were amongst the first to master magic, so they have been practising and refining their skills longer than most.

This leads on to a discussion of the particular forms of magic practised by so-called Dragon Magi. They walk a line of balance between wizards who pull power out of the air to mould as they wish and sorcerers who draw on internal chaotic power to drive their magics, a mix of order and chaoes. This new arcane tradition, mechanically speaking, uses spell slots not just for actual spells but for powering magical abilities, an interesting approach which has great potential for developing your own personal style in magic-use.

Dragon magi can call upon various aspects of the dragon - head, heart, tail, and so on - which have a visible manifestation and in-game effects. Calling them costs a spell slot, but once you get to grips with the potency of the abilities granted, it is worth it. Several feats are also presented, many of which are available to anyone not just dragon magi. Perhaps you might care to be a Dragonrider, a feat that grants the ability to climb onto an opponent much larger than yourself and 'ride' it in combat - despite the beautiful illustration of a sword-wielding elf seated comfortably on a barded dragon (who looks quite happy about his mount), the text suggests that this feat is for use against a hostile beastie that has no intention of permitting itself to be ridden!

A range of Dragon Magic spells are also presented, which any spell-user may acquire and cast in the usual manner... provided they can get access to the necessary information. There are many intriguing dweomers here, all linked in some manner with dragons - maybe you want to make a lot of noise with Dragon Roar (it's basically a sonic attack) or seek out precious metals and gems with Enhance Greed. Or maybe you'd like to make like a dragon yourself and use Dragon Breath to give you a one-off breath weapon.

Taking the theme of dragon magic and stretching it in several directions, this provides some interesting ideas to expand the scope of the magic available in your game. Magical theorists will enjoy the way these new powers are embedded into the alternate reality of the game, whilst more muscular magic-users will enjoy trying them out!

I purchased a Copy, but when I view it in a reader, the images are solid black :/ is this a download error? I really would like to have the artwork of this PDF actually be viewable.
Aside from this picture issue it's everything I could have hoped for

There are few magical concepts as established in popular culture and fiction as ley lines - these lines of power surging through the world, chaotic, changing and tied to the concept of an anima mundi, have always been a staple in fantastic literature, as it hearkens back to shamanistic traditions from which our more organized religions and conceptions arose.

In a fact, the concept rings true to us due to the anthropomorphization of the world - the ley lines and their parallels to our own blood circuitry lends a sense of the understandable to the proceedings that ring true to us - perhaps it is this synergy of the shamanistic and the quasi-scientific exemplified by arcane spellcasting (learned from book, mastered only by geniuses and prodigies...) that makes this concept so captivating.

The issue ley lines pose from a design perspective is more pronounced than this concept would lend one to believe; it is a common adage that arcane casters are the strongest class-choices in the game, directly followed by the divine ones...but the harsh limits on their magics ultimately serve as a means of keeping them fragile, at least in the hands of a capable GM. Now, if you add a gigantic external power-source to the fray, you risk the chance of utterly blowing the balance of the character...and the fun/believability of the world. If you need a good visualization of this process - think about Dresden Files, I series a worshiped until "Changes", which, to me, jumped an atomic shark riding a fridge atop the blast-wave of a nuclear explosion...I continued reading it, but it never felt right after that...but I digress.

In the context of 5E, ley line magic, as depicted within this pdf, is not a magic available to just anyone - per default, a feat or an arcane tradition are required to gain proper access to its power, with groups prohibiting feats getting support as well - tutoring by a prospective character acts as a prerequisite for such groups, keeping the GM firmly in control regarding the availability of this magic, which is the first exceedingly smart choice in this pdf.

Speaking of feats - two are provided: Ley Initiate is the unlocking feat, increasing Int or Wis by 1 to a maximum of 20, allowing the character to sense ley lines within one mile...and when finishing a short rest, you can regain an expended spell slot of a level equal to or less than you Int or Wis-modifier...and before you howl: You can only do so once before requiring a long rest. Cool! The Ley-Bound feat increases your Wisdom by 1 to a maximum of 20, yields advantage on Wisdom (Survival) checks to forage food and water, nets you inspiration when resting within 1 mile of a ley line and allows the character to infuse ley energy in a token. While in the possession fo said taken, you may use your reaction to add +d4 to your saving throw, which needs to be done before success or failure are announced, but may be done after the d20 is rolled. This may only be used once per long-rest-interval. In short - one unlocks ley line magic, the other one represents a tapping into its power that is more rewarding for non-spellcasters.

So, how do ley lines work? Well, for one, they are categorized in locked and unlocked ley lines - this distinction is subjective, however, and depends on the ley line in question - a GM has total control of these qualities: Locked ley lines always generate the same effect, whereas unlocked ley lines are less predictable. In order to tap into a ley line's power, you need to be within 30 feet of the ley line and make a spellcasting attribute check sans proficiency bonus, with a DC equal to 10 + the spell being cast. If you botch the check within 4 of the DC, you just cast the regular spell; if you botch it by more than that, however, you suffer from ley line backlash. Ley lines may change over time, and fans of Midgard can see a map highlighting prominent ley lines, which is a nice flavor bonus, though a full-page version would have been appreciated.

Anyway, ley lines come in three strengths: Weak, strong and titanic, with progressively better effects - each of the ley line strengths comes with a d10-table of effects that range from casting a spell sans verbal components in the weak one to truly potent effects: Those tapping into titanic ley lines can cause half damage to targets immune versus their damage...or the ability that concentration cannot be broken. Of course, negative conditions as a bonus effect are also included. And yes, these benefits are potent, but considering their cost and the fact that they will be unreliable in most cases, GMs still retain the control they should have over this powerful form of magic. Oh, and the d10 ley line backlash table of effects will make pretty sure that players won't want to constantly spam ley line casts either - they very much are highlight spells, where the risk justifies the reward. Big fan there, though I wished we had separate backlash tables for different ley line strength and different DCs for different ley line strengths - to me, tapping into a titanic ley line feels like it should be harder than tapping into a weak one. Then again, that component is easily modified.

Okay, let's talk about the geomancy arcane tradition mentioned before: At 2nd level, they halve time and gold required to copy ley line spells into their spellbook and one of the two spells gained thereafter upon gaining a level may be a ley line spell. They also can sense the presence of ley lines within a mile and, as an action, may discern their intensity. At 2nd level, they also learn to tap into ley lines for the unique effects granted by the magic and may bind themselves during a short or long rest to a ley line - the character may only be bound to one weak ley line and may, Int-mod times, use its power even when not nearby; these uses recharge on a long rest and subsequent new bonding cancels out older bonds.

6th level yields the ability to reroll ley line or backlash,. but if you do, you may not use a reaction until the end of your next turn. 10th level unlocks strong ley lines as bonding candidates and also yields proficiency bonus to the ability check to tap into them. AT 14th level, titanic ley lines may be bonded with and also provides the option to, as an action lock or unlock a ley line within 30 feet - but if you do, you may actually require several long rests before being able to use the feature again, depending on ley line intensity. All in all a well-crafted and really rewarding tradition that, by virtue of its strong, yet relatively unpredictable base system, makes for a rewarding playing experience.

All right, as always in the series, we do receive new spells that are aligned with the spellcasting tradition - this time around, that would be 15 spells. Amplify Ley Field allows you to increase ley line intensity in a select field (cool and at 5th level, appropriate...though, as a purely cosmetic nitpick, evocation doesn't make too much sense as a school for me); Disruptive Aura is awesome, potentially suppressing spells and magic items in a limited area. Energy Absorption is interesting - it can yield resistance to the classic elemental damage types or force, but the target affected is also hampered: When casting a spell using the listed damage, the character must save with his spellcasting attribute or lose the spell, as it's harmlessly siphoned away. Cool buff/debuff and well-placed regarding its level. Land Bond is very potent for a 1st-level buff: 1 hour duration, willing touched creature gains advantage on saves and checks to avoid being moved or rendered prone while standing on the earth and the creature may also ignore nonmagical difficult terrain and extreme environment effects from heat, cold and altitude. While this does not prevent damage, it is a pretty potent all-rounder spell...and I'd complain about it, but considering its locked nature and requirement for investment, I consider it to be within the bounds.

Ley Disruption is an interesting 2nd-level terrain control spell that may knock creatures prone and generate difficult terrain...and it particularly effects geomancers bound to ley lines, as its effects are increase in such areas - this is interesting and makes the concept feel less like a one-sided road, but rather like a dynamic system - I really like that and hope to see more! Ley Sense nets you short-range tremorsense. Ley Energy Bolt is an interesting alternative to the classic 3rd-level damage spells: It's a 5-ft.-wide and 100 feet long line of potent force damage that is balanced by its damage (5d8, less than comparable spells) - but beyond its shape, it also passes through the first cover, which adds a really cool tactical dimension to its use. Sniping through walls...just sayin' - I can see a dungeon using that as hazards, an investigation using a ley bolt killer...cool! Ley Leech, at 5th level, is a potent touch-based necromancy that inflict damage and debuff - okay, but not too exciting. In fact, I consider the 4th-level ray of life suppression MUCH more scary: 60 ft. ranged spell attack, 6d8 necrotic damage...and you reduce your maximum hit points by that amount until your next rest or until getting a greater restoration. OUCH! This is...really potent and, depending on your group, may be a spell that GMs may want to keep out of player hands..or at least halve the reduction.

Lesser (5th-level) and Greater Ley Pulse interact with 5E's rock-paper-scissors aesthetics: These spells allow you to negate a named resistance (or immunity, in the greater version) on a failed save (two if cast as a 7th-level spell)/9th-level spell, respectively). Ley Whip is particularly potent for the geomancer with a bound ley line and generates a whip that inflicts force damage and may move targets closer or further away as a bonus action. Again, this begs to be used as a highlight in a combat/environment: "The ley line is getting out of control, it seeks to purge us!" Come on, that's cool!

Volley Shield is a powerful 7th-level buff that nets a massive AC bonus, resistance to the physical damage types an grants a chance to rebound spells at their originator. Cool!...and there also are two apex-level spells: Ley Surge is a potent force-damage-based AoE-explosion that can stun targets and is freely available to geomancers with bound ley lines, regardless of ley line proximity. The same cannot be said of Ley Storm. Sounds badass? It is. Think Storm of Vengeance on ley-infused speed, with different effects depending on the rounds and a massive range...oh, and geomancers casting it regain hit points. Cool!

Conclusion:

Editing and formatting are top-notch on both a formal and rules-language level. Layout adheres to Kobold Press' absolutely stunning two-column full-color standard and the pdf features amazing full-color artworks. The pdf comes fully bookmarked for your convenience.

Dan Dillon has yet to disappoint me, even in the slightest. I mean it. The 5E-specialist of the Four Horsemen takes an incredibly complex concept prone to being utterly broken and handles it with panache and grace. I can literally rattle off several iterations of ley line magic, from 3.X to 5E, and they all had in common that they either were too location-locked to make much sense or too powerful...all but this one. This is a truly impressive, potent system that does not take away the GM's control; there are even damage spells herein that actually made me come up with new ideas. Damage spells. The most profane and standardized category that magic has to offer.

This is absolutely glorious. I mean it. The one reason this does not get status as a candidate for my Top Ten would be that I'd have enjoyed separate backlash tables for ley line intensities and separate tapping DCs for different ley line strength...but that is an issue that a capable GM can easily remedy.

In short: This is a truly phenomenal supplement; it is, in fact, my favorite Deep Magic installment so far; it is inspired, glorious and leaves me craving MORE. It's an absolute steal and should be considered to be a must-own supplement for 5E-groups. 5 stars + seal of approval, given sans hesitation, "buts" and "howevers."

Pretty good I found a lot of good monsters in this but it does feel like a lot of them are filler as other reviewers have said. But that doesn't detract any from the quality and care that went into the composition for this tome. Glad I didn't buy it physically or I might have broken my back. My friend said this thing is a TOME.

This school of magic, associated with light and school, if fittingly represented by just that, the school of illumination. At 2nd level, costs and time to copy illumination spells to the spell-book is halved and additionally, you can forecast danger in the next 24 hours by studying the stars for 1 hour. This nest advantage on up to 2 initiative checks, lasting for 24 hours or until the end of the next long rest. Alternatively, you may grant an ally said advantage, but then you may not benefit from it in that combat. The decision must be made before rolling dice. At 6th level, you gain a bonus of +1 to spell attack modifier and spell save DC in dim light or darkness - not the biggest fan of that one. At 10th level, illusions for which you lose concentration exist for another round, provided the spell's duration has not elapsed. here' I'd have referenced duration instead of maximum duration in the rules-lingo, mainly since maximum duration could be taken to mean a spell's theoretical maximum duration, including increased spell-levels...but that is a nitpick and will not be considered for my final verdict. At 14th level, during a long rest, you can watch the stars, gathering ambient energy in a small item like a star chart or astrolabe. While holding said item, you can use a bonus action to expend the stored energy to duplicate one of the following: Alter self until the next long rest, net a creature in sight disadvantage on the next save versus an illusion or enchantment, reroll up to Intelligence modifier damage dice of a necrotic damage causing spell of 5th level or lower or, finally, treat a divination spell as though you had cast it using a spell slot one level higher.

The pdf also contains a new feat, namely Star and Shadow Reader: Upon taking the feat, choose necrotic or radiant damage: Your spells casting that damage ignore resistance, but not immunity, to the chosen type. Additionally, you can cast augury sans expending a spell slot once between long rests (which is very feeble, considering the spell's ritual tag) and gain darkvision 15 ft. - or increase an existing darkvision's range by +15 ft. The prerequisite is btw. the ability to cast at least one spell. I'm not a big fan here - ignoring resistance takes away from D&D 5e's rock-paper-scissors type of gameplay.

Unless I have miscounted, we get a total of 21 spells: Black hand lets you fire a ranged spell attack, imposing disadvantage an attacks, ability checks and saving throws made with physical attributes. The effect can be ended via a Con-save at disadvantage. Not the biggest fan -the spell would be less open to weird uses if it was tied to the target. Black well has a massive range of 300 ft. and drags those within 90 ft. of it towards it on a failed Strength save. A target within the well is stunned on a failed Con-save and suffers necrotic damage, with a successful save reducing that to incapacitation. Creatures take no damage from remaining in the well, just from exiting it - and creatures within the well at its end land prone. This spell is a bit too strong - it's AoO instant suck for all foes: The multiple saves don't really help, considering how far the well drags targets. Even successful saves of those on which the well is cast lock them down. Cloak of shadow nets you advantage on Dexterity (Stealth) checks relying on sight.

Compelling fate is pretty cool: If the target fails a Cha-save, you get advantage on attack rolls, may mirror its movements on the creature's turn (deducting that from your next movement) or use a reaction to grant yourself and all allies within earshot of the subject's intentions, providing a +2 bonus to AC or saves versus the prompting attack. At 7th level spell level, starry wisdom lets you cast a reaction-based variant of the spell. Flickering fate, at 4th level, is interesting: You or a target touched can see fate: All creatures within range make Wisdom saves - on a failure, they need to declare their intended actions and then follow through on their turns -additionally, the recipient has advantage on attacks ability checks and saves and creatures affected suffer from disadvantage. Once again, I think this would have made more sense of the spell conveyed advantage only with regards to actions prompted by or against creatures actually affected by the spell.

Guiding star prevents you from being lost due to stars and sun - as a nitpick, I think the spell should specifically state that it can only work on open ground: While the spell's flavor states that it works by tracking sun/stars, RAW, it can be cast underground and works - one could argue the tracking to be "magic" and thus feasible in such environments as well. Icy grasp of the ether, at 7th level, inflicts nasty cold damage and restrains the target and accumulates exhaustion of the target is not immune to cold and breathes. Orb of light blinds the target 1 round and deals 3d8 radiant damage, with a Dex-save to halve damage and negate blindness - compared to similar 2nd level spells, a well-balanced option. Shadow bite is a necrotic variant of acid splash that instead of targeting two creatures, halves the speed of a being affected by it until your next turn, with Con to resist. personally, I'd have reduced the damage dice since necrotic damage is slightly more valuable than acid, but oh well. Shadow blindness is one cool cantrip: It temporarily negates natural darkvision! Elegant and cool!

Shadow hands is another tweak: 1st-level spell, 15-ft.-cone, 2d4 necrotic damage + frightened on a failed Wis-save, which also potentially halves damage. Shadow trove lets you temporarily store items inside. Downside: "Items that are still inside the shadow trove when the duration ends are lost forever." WTF? That's 3rd level. Unwelcome artifact? Put it in the magic garbage disposal! Need to make documents disappear? there you go. Since only the caster and certain designated individuals can access it, that further exacerbates the issues. This spell needs a serious overhaul. Shield of star and shadow nets resistance to either necrotic or radiant damage and makes you shed dim light. Silhouette lets you do a magic shadow puppet show - decent cantrip. Slither temporarily makes you a shadow is cool in theory. However: "You are immune to all damage, except force, psychic and radiant damage." WHAT THE EFFFF??? This is ridiculously potent for a 2nd level spell. Dragon breath? No biggie, I'll go shadow. This needs to die in a fiery blaze. Or at least be seriously nerfed.

Starburst is a radiant-based cantrip for 1d6 radiant damage, range 60 feet. Starfall has a range of 60 feet and lets you cause 8d6 radiant damage to 5 targets within range, with hit targets blinded on a failed Dex-save, which also can halve damage. In spite of a slightly decreased damage output, this has: a) a better damage type than cone of cold; b) better control (no cone, choose targets) and c) no duration for blindness effect - as a whole, this makes the spell too strong for the level. The blindness effect should go, at the very least. Last rays of the dying sun first blasts for 6d6 fire damage, then for the same amount of cold damage in a 40-feet burst - at 7th level, a solid option. Summon star calls forth a deva that charms those that look upon it. Star's heart, the 9th level spell, increases gravity within 50 feet - all creatures within drop objects held, become incapacitated and can't move. Solid objects encountered triple fall/collision damage. Creatures within the area or entering it must save or suffer the same fate. Anyone starting the round prone takes bludgeoning damage and those than make their saves while prone take only half damage and may move at 1/2 speed. Big plus: Manages to get spell interaction, ranged weapons, etc. right.

We end the pdf with Talithe Val'Shiar, a sample challenge 6 NPC.

Conclusion:

Editing and formatting are excellent on a formal level. On a rules-level, the language is precise as well, though balance-wise, I disagree with several choices. Layout adheres to Kobold Press' two-column full-color standard and the pdf comes fully bookmarked for your convenience. The full-color artworks herein are absolutely gorgeous.

Greg Marks delivers a per se solid pdf here. There are quite a few aspects to like and enjoy within this supplement. At the same time, when compared to previous installments in Kobold Press' Deep magic-series, this feels like it falls a bit flat. It does not sport the evocative visuals of Clockworks, the cool rune engine of rune magic or the impeccable balance of the void magic book. Ignoring resistances is a slippery slope and there are a few spells herein, where comparable PHB-spells are obviously worse. I also think that the celestial alignment-theme could have been more pronounced/better integrated in the material presented. As a whole, this is not bad - but it does have a couple of rough edges and a bit more "variant of spell x"-material than I expected. This is not bad, but compared to previous installments, it feels less compelling - my final verdict, as written, can't go higher than 3.5 stars, rounded down for the purpose of this platform.

Chock full of creatures created with creative flair and love for the game, the Tome of Beasts presents monsters that aren't the usual fare. A lot of them have an "elemental" flavor. They're all nicely fleshed out and described. There is art for almost every entry and it's very high quality. The monsters range from super easy challenges (CR 1/8) to the toughest. Pick this one up.

This installment of the Deep Magic-series clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 7 pages of content, so let's take a look!

The heart of void magic is Void Speech - the spoken word, the glyphs of this strange language, exist in a paradoxical state, in that they degrade physical reality around them - though never to the point of dissolution: Inscribed Void Speech corrupts and degrades, but does not annihilate its own matter.

Void magic is the tradition of tapping into the horrid magics of the Great Old Ones and the role of the tradition in Midgard is elaborated upon. It should be noted that these spells cannot be learned via spells gained via level-progression - these magics need to be learned from a practitioner or a proper spell-book, retaining GM-control in that regard. Void magic fundamentally behaves like arcane magic, just fyi.

There are two feats introduced that make use of the unsettling nature of Void Speech - the first would be Void Channeler, which lets you, as an action, utter a phrase in its horrid cadence. A creature within 10 ft. of your choice must succeed a Wisdom saving throw (Save DC scales properly) or suffer from the frightened condition, while other beings nearby suffer from somewhat unsettling, cosmetic effects. Additional uses before completing a short or long rest inflict increasing amounts of necrotic damage to the character. The second feat, Void Scribe, lets you use writing utensils as an action to inscribe a glyph on an object - this object then continues to take 1d6 necrotic damage per turn and in order to retain the glyph's structure, you have to maintain concentration AND succeed a DC 10 Constitution save each round. This is a pretty cool idea, though it also is one that could have carried a bit more than item destruction - two spells presented herein require papers with the glyphs as material component and that's it. Oh well, perhaps in a sequel book?

The pdf also provides an arcane tradition, namely the void speaker. Starting at 2nd level, time and gold required to write void spells in the spellbook is halved and when gaining a level, 1 of the spells learned may be a void spell, allowing for relatively reliable access to the strange magic. Also at second level, as a bonus action before casting a spell of 1st level or higher, which disorients a creature chosen from those affected by your spell, imposing disadvantage on the next attack roll or ability check the creature makes before your next turn.

Starting at 6th level, when damaged by a creature within 60 feet, you can use your reaction to cause 1/2 wizard level + Int mod necrotic damage to the creature, usable Intelligence modifier times before requiring a long rest to regain uses. Starting at 10th level, void magic spells with one target may target two creatures instead and you gain advantage on Con-saves made to maintain concentration on void spells. Finally, at 14th level, you can use your action to utter a phrase in void speech - this lets you choose a point within 60 feet, dimming the light in a 20-foot radius around that point for 1 minute. Creatures hostile to you suffer from disadvantage on Wisdom checks and vulnerability to necrotic damage. Additionally, such creatures (Allies are fine!) starting their turn or entering the area for the first time take 3d6 necrotic damage, half as much on a successful Con save. The ability recharges on a completed short or long rest. It should be noted that these abilities, being reliant on vocalizations, can't be used when unable to speak, which is a nice thematic catch.

The pdf also features a total of 13 void magic spells: conjure minor voidborn (at 5th level) and its 7th level brother, conjure voidborn let you call forth fiends or aberrations in a nice summoning variant. Why nice? The nasty creatures can't attack you and yours, but they can, oopsie-daisy, affect allies via secondary effects - you have to tread lightly there, which fits perfectly with the flavor of the magic. There are two void magic cantrips: Crushing Curse nets you a reliable means of dealing 1d6 psychic damage to a creature within 60 feet, also deafening that creature. The damage increases over the levels...and here, I'd usually complain about psychic damage being one of the strongest damage types in 5e, but the balancing of the cantrip is actually really clever and immaculate: You see, it can only affect creatures that can hear you, so as soon as you fail the save, you won't be affected! And yes, creatures can try again each round to end the deafness. Kudos indeed! The second cantrip would be ward of misfortune, which targets a creature nearby and imposes a d4 as penalty to the creature's next save. Protection from the Void nets a willing creature resistance to necrotic and psychic damage as well as advantage on the saves versus void magic...draw that elder sign...

At 2nd level, we can find destructive resonance, a 15-foot cone which inflicts 4d6 psychic damage (more with higher spell slots) and prevents creatures damaged from taking reactions. Usually, I'd say that the "no reactions" aspect should be negated on a successful save, but the low range and inherent danger of the spell serve as balancing mechanics there. Maddening Whispers can render a target incapacitated with 0 speed on a failed Cha-save, but only has a range of 30 feet and demands your action to maintain its effects, which renders it a tactical option, but not one that will break the game.

At 3rd level, we find Void Strike, the option to fire 5d8 necrotic ranged spell attacks that also frighten the target until your next turn. The no-save frightened-effect is something I'd not particularly keen on, but I do like that the spell ties in with the terrain - you gain advantage on attack rolls versus those within dim light or darkness. There's a cool Darkest Dungeon reference in discussing this mechanic, but I can't enunciate it right now. At 4th level, nether weapon is cool: Touched weapon is treated as magic, inflicts a bonus 2d6 necrotic damage...and the creature hit by it can't be healed until the start of your next turn. NICE. Living Shadows at 5th level lets you conjure forth a 15-ft-radius spread of restraining shadows (resisted by Strength save). Creatures that start their turn restrained gain one level of exhaustion. Restrained creatures can use their choice of Str or Dex check to free themselves. I am not perfectly happy with this one -considering that even one level of exhaustion imposes disadvantage on ability checks, escape becomes less likely. Sure, the spell is one spell-level higher than evard's black tentacles, and has 5 foot affected area less than it, but it also does not require concentration, unlike EBS. Personally, I'd have kept concentration as a limiting factor here, mainly since my 5e games tend to place a high value on exhaustion/resource management...and it remains a 6-step killer. I do get the rationale behind the design, though, given how void magic is a locked discipline for most casters.

At 6th level, we can find Life Drain, which lets you determine one point within 90 ft. - those within a 15 feet of the point take 10d6 necrotic damage, half as much on a successful Constitution save. For each target damaged, you can choose one creature in range and have it heal half the amount of necrotic damage you rolled. I have a minor, aesthetic quibble here: I think it should be damage actually inflicted, not rolled. While using a bag of kittens and this spell to heal is a colossally dumb idea, something within me still twitches here a bit. That being said, I get the rationale for the verbiage as provided - basing the heal on damage inflicted versus damage rolled would have complicated the wording of the spell. (Plus, this is something that's pretty easy for the GM to house-rule .)

The 8th and 9th level spells, btw., would be the void magic spells I mentioned that actually require an inscribed void glyph as part of their material components: 8th level's glimpse of the void has a range of 120 feet and all targets within a 30-foot cube must succeed an Int-save, rendering the targets insane on a failed save and placing movement under GM control. The 9th level spell, void rift, generates a 10-foot radius tear in reality, which is then surrounded by 40 feet of difficult terrain. Creatures within the area must succeed Strength saves or be pulled towards the rift and those in contact with it take necrotic damage and are blinded and deafened. Very cool - though the spell takes its toll on the caster, inflicting necrotic damage each round it is maintained.

Conclusion:

Editing and formatting are top-notch, I noticed no glitches. Layout adheres to Kobold Press' gorgeous two-column full-color standard and the pdf sports several fantastic full-color artworks I haven't seen before. Big kudos in the aesthetics-department. The pdf comes with bookmarks, but not for the individual spells. Considering the length of the pdf, that's okay.

Dan Dillon of the four horsemen delivers once again here. Void magic feels potent, alien, risky and still easy to grasp. The astute reader may have noticed that all my complaints (the few that I managed to dig up) boil down to nitpicks in details and aesthetics that can be reduced to "slightly different opinions" - the design here is pretty much immaculate and often rather inspiring. I am particularly enamored with the balancing mechanic employed for the psychic damage-causing cantrip and similar subtle, elegant design decisions. Now personally, I understand why both feats and their effects are not more intricately tied to the spells - a decision made in order to retain the broader appeal of the type of magic. Still, I couldn't help but feel like both feats almost demand being tied to spellcasting. To cut a long ramble short: I'd love to see the engine of void magic expanded. It can carry more than it does. What more can you ask of such a humble little pdf? It actually left me wanting more! So here's to hoping we get Void Magic II at one point. I forgot my verdict? 5 stars...given sans hesitation, since all my quibbles boil down to aesthetic and very minor differences in design opinions! The only reason this does not get my seal would be the brevity - the concept can carry so much more and could have used a couple more pages to develop its mind-shattering impact beyond the presented options.

Well, before we do - this pdf is one of the cool things that just...happen. What started off as a running joke during the Advanced Races Compendium KS became its own file.

We have to specify what exactly we get here first, though: This does not provide a variant lycanthrope template or the like; instead, this pdf represents an NPC collection of 3 weresheep of the apocalypse. While the concept of weresheep may sound stupid, rest assured that they can be CREEPY and that the NPCs herein are anything but jokes. They, in fact, are extremely deadly adversaries. Each of the three NPCs comes with two statblocks, one for the regular form and one for the hybrid shape, meaning that you won't have to do any work - kudos there!

On the downside of these builds, it should be noted that the weresheep aspect itself does not yield any specific signature abilities, following PFRPG's unfortunate decision to streamline all types of lycanthropy, but the respective builds do make up for that in their imaginative potential. They all are CR 15 villains and cover quite a wide array.

All right, enough tiptoeing around the subject matter, the first of these guys would be chosen by Death, none other than Gromek Palebones, a natural weresheep shaman 7. And yes, these do come with flavor-text: "This towering humanoid's gray skin is ashen and gaunt, and his eyes are sunken into their sockets. He is bedecked in sheepskins and bleached bones, and the great black scythe in his hands slices the air with a moan." Yeah, your PCs will NOT be laughing at these guys. Gromek's life-drinker scythe will certainly make sure that they rue the day they cross him...

Goref Tamerk would be a less---in your face deadly adversary: He'd be a gnoll afflicted weresheep oracle devoted to Famine - in his hybrid form, he has a "bleeding sheep skull for a face and a coat of thick, black wool." Yeah, CREEPY. Have I mentioned cannibal curse, erosion's touch and the appropriate abilities to make foes really rue the day they went out of bed to don those adventuring clothes?

Thirdly, there would be Lord Silas Nareshorn, the weresheep of pestilence...who would be a human natural weresheep vivisectionist with a seeking hand crossbow that makes for a truly deadly adversary and killer...and the ticking timer of his family's dread secret drove him towards the horrid plague he seeks to unleash to secure his own fortune and well-being...and his ambitious plan is coming closer to fruition, making good use of his abilities and resources. In fact, that is a component that deserves special mention: The weresheep builds make sense within their abilities and sport some really cool angles.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a 2-column full-color standard and the pdf has bookmarks in spite of its brevity - kudos! Unfortunately, we don't get artworks for the NPCs, though the fair price-point makes up for that shortcoming.

The four horsemen deliver three amazing adversaries for high-level PCs in this pdf and the 3 weresheep, universally, are amazing. I noticed no glitches and the builds themselves are appropriate, deadly and brim with cool ideas. While I would have loved to see unique signature abilities, weapons or the like, for the limited focus of this pdf, it most certainly delivers. The absence of a weresheep of war (due to, to my knowledge, the horsemen having had a vacancy back then before Tim Hitchcock joined their ranks) is a pity, though. That being said, for the more than fair price point, this is worth a final verdict of 4.5 stars, though I feel it misses rounding up by a margin.